Conjure Celestial spell icon: a winged, haloed angel
Icon by Lorc, CC BY 3.0

Conjure Celestial 5e spell

7th-level conjuration (concentration) · 2024 version below

Casting time
1 minute
Range
90 feet
Components
V, S
Duration
Concentration, Up to 1 hour
School
Conjuration
Level
7

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.

The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.

The GM has the celestial's statistics.

At higher levels

When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

Classes that can cast Conjure Celestial

ClassFirst availableSpellcasting ability
Cleric spells13th character levelWisdom

Conjure Celestial in the 2024 rules

The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:

Casting time
Action
Range
90 feet
Components
V, S
Duration
Concentration, up to 10 minutes
School
Conjuration
Level
7
Classes
Cleric
Tags
concentration

You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it: Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier. Searing Light. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one. Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet.

Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.

Using a Higher-Level Spell Slot. The healing and damage increase by 1d12 for each spell slot level above 7.

2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.

Other 7th-level conjuration spells

Browse: all 7th-level spells · conjuration spells · concentration spells